Into the Core Discussion

3 weeks ago

I'm glad you liked my suggestions. I have a Omnath deck of my own (haven't uploaded it yet) where I have those cards but I'm reforming it because I can't make it work (that's why I was checking your deck), Omnath is expensive and it takes forever to star rolling even having tons of ramp. For me the problen is the deck being to heavy to move and passing the first turns doing nothing but taking lands out of the library and when I finally get to cast Omnath they kill it and now you have to get to 9 mana. Also I have big problems with flyers, I like your choices of Ulvenwald Hydra, Tornado Elemental and Cloudthresher, I was planning to run them myself.

Keep in mind that every meta is different, what works for me, won't necessarily work in your meta. From your deck I'd cut:

Apocalypse Hydra I'd cut it because it only synergize with the Elemental Mastery otherwise is another expensive underperforming fatty, you can put the elemental mastery on any of your power 5 creatures and get a good value out of it.

Golden GuardianFlip from among all the fliplands in IXL and RIX that's probably the one I like the least, you need mana to play and flip it and you also need a big creature of your own to kill it in a fight, when you flip it you create tokens that don't synergize with the deck so I don't really see the point of it in this deck. If you have it because it produces two mana IMO Dowsing DaggerFlip for a total of mana, you can flip it the same turn you play it and you can give the tokens to a player and attack another, on top of that the land produces 3, it's basically a cheaper situational Gilded Lotus

Frontier Guide to ramp a single land feels awfuly slow and inefficient, I'd rather play any of the CMC4 ramp sorceries.

Incandescent Soulstoke I don't think you can really win or deal serious damage by cheating a fatty for a turn and then losing it. Best thing you could throw at him is Molimo that depends on your lands, so in early game it's small in late game you can just cast it. The overal number of elementals in the deck is low. maybe something like Elvish Piper, Deathrender, Quicksilver Amulet or Champion of Rhonas instead?

Molimo, Maro-Sorcerer It's big and it has trample, but CMC7 is too high but I don't think it earns his slot without cheating it onto the battlefield.

Rubblehulk a cheap molimo without trample and Bloodrush which I guess not playing double strike you won't use that often

Spawnwrithe if there was a good plan to make this guy and his copies deal combat damage to an opponet I would love it, but he will be lucky if he manages to do it once on his own.

Whispersilk Cloak this card is way too subtle, you want to combo off and crush your opponents with your 5/5 elementals or you are going 4th of July and throw sparks everywhere. If you just want protection the boots or the greaves are better cards.

Animist's Awakening you start the game with 40 lands in a 99 card deck which mean that at best you can only expect to find one land for every mana you spend on the . I say at best because you have many ramp spells that take lands from the library lowering your chances with this spell. Try instead Boundless Realms maybe you want to include more basic lands

Clear the Land aren't there any more decent ramp spels with CMC3? find one that at leas don't give lands to your opponents Realms Uncharted don't ramp you but it will put lands in hand and graveyad, and not just basics.

Primal Growth good card but you won't have disposable creatures on your early game and as a late game card is weak. As I told you before Kodama's Reach, or Cultivate (whichever you didnt used before).

Search for Tomorrow another good card that will perform better in other decks that really need to get to four mana ASAP, IMO some beefy ramp spell would be better for Omnath. Another one I like in this deck is Khalni Heart Expedition

Evolutionary Leap swap for Ashnod's Altar, you want your sac outlets to be activated without mana and without tapping. Your opponents will probably start worrying as soon as the see this card as it is often used for infinite combos.

Rite of the Raging Storm I ended up removing this enchantment from the deck because it is slow and don't help me with my defense, it's for more aggressive decks. The elemental that pops and sacrifices is nice when you have the commander, but It doesent justify the 5 manas.

For me the problem with this deck is you need to so many card slots and turns ramping that you don't do much more. It is quite spectacular when you manage to combo off, but it feels a bit like a one trick pony. so that is why I'm tinkering with my Omnath deck trying to find balance for my meta.

9 months ago

1) +x/+0 effects are not necessary. Damage multipliers could be nice since you will be playing a fair-er deck.

2) Dreadnought is worth the money for the right deck. That deck is piloted by Varolz, the Scar-Striped. I wouldn't consider it for Brion.

3) Kiki-jiki is worth it. A wonderful combo piece that can go wild in almost every deck that runs red. In your colours, he could be a secondary win condition with Restoration Angel and Zealous Conscripts (you could add more combo pieces but that would draw the deck away from what you want to do by taking too many slots).

Alright! Now on with suggestions and notable omissions:

Bloodshot Cyclops is a second Brion and I think it's necessary in every Brion deck as a backup.

Might Makes Right is an interesting repeatable threaten effect. The drawback can be negated by most giants since they tend to be larger than average.

A Royal Assassin is more handy than a Dark Impostor when you don't want to keep 6 mana open every turn. He also doesn't grow bigger with every activation but he always threats a kill at instant speed if something dares to attack you without being vigilant :p

I would also consider the double damage enchantments to be removed as well, as they work against you as much as they do for you. Use the Curse of Bloodletting to incentivise people in more direct way. The dictate is good though because of flash...

1 year ago

Sorry. The bottom right is kinda my blindspot. I expected it to be put in the support section. In that case you may want to consider either a Ghostway for the Sunforger package, or a Legion's Initiative for more relevant re-entry timing and the static anthem if you're in an every turn is two boardwipes meta like me. Unfortunately there isn't much that beats the ever present Cyclonic Rift.

If you're a fortunate soul who actually gets to play with creatures in their meta then you can probably make space for a Bastion Protector for the Queen or a Selfless Squire to protect yourself (and let fools think they can take the crown) when Comeuppance is unavailable. If you're deck isn't in need of defenses you can go harder with a Legion Loyalist for easy/cheap first strike/trample/no-chumpblock-mode for all your deathtouch/haste. In super low curves you can actually take a Prophetic Flamespeaker as a sword wielder if you want more cards than Armory Automaton can offer. If theres a lot of artifacts in your meta Into the Core can fit in the forger as well as a Master Warcraft if you're into more flexible combat trickery.

Other

You asked for enchantments; however, they aren't the biggest things to worry about. War's Toll is good (stops counter magic) and so is Blind Obedience (you are already a threat because of Kaalia, BO won't make it worse)

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